@ Mr.Floppy, it is what is indeed expected...
Could be done with 2 mapmodels like one for the structure and one for the modifiable walls, the only thing to take care of would be not to move when adding them onto the map.
The issue about large mapmodels was about the wires from the electric poles if I remember well but they were quite long, although it could be reduced a little (like 6 x 12) 8 x 16 ain't that big after all, I did try it on every angle and with different setting and didn't noticed anything going wrong.
You are also right that it model is quite specific but it could have perfectly fit maps like jiba's ac_avenue... And regarding wall elements, decorations, holed floors and such I'm already on the case with items like these for example...
One other way around the problem would be to make different skins to choose from.
Could be done with 2 mapmodels like one for the structure and one for the modifiable walls, the only thing to take care of would be not to move when adding them onto the map.
The issue about large mapmodels was about the wires from the electric poles if I remember well but they were quite long, although it could be reduced a little (like 6 x 12) 8 x 16 ain't that big after all, I did try it on every angle and with different setting and didn't noticed anything going wrong.
You are also right that it model is quite specific but it could have perfectly fit maps like jiba's ac_avenue... And regarding wall elements, decorations, holed floors and such I'm already on the case with items like these for example...
(16 Nov 11, 01:02PM)flowtron Wrote: Uhm, toca seems to have done something like this - I imagine using seperated "meshes" (is that blender-talk or engine-talk??). Look at packages/models/mapmodels/toca/ceilingfan/md3.cfg:This come because he kept two separate "groups" base and blades but the cfg file tells them to use skin.jpg...
Seems both base and blades use the same skin, but they don't have to.[SELECT ALL] Code:md3load tris.md3
md3skin base skin.jpg
md3skin blades skin.jpg
md3anim mapmodel 1 29 23
One other way around the problem would be to make different skins to choose from.